PURPOSE OF THE GAME
The game plays the famous novel by Miguel de Cervantes and the quixotic journey through the lands of La Mancha. Its aims are:
- Bringing the work of Miguel de Cervantes to the people through fun
- Promote the lands of Castilla La Mancha
- 1 board
- 8 character tokens
- 54 cards
- 2 dice
DESCRIPTION OF COMPONENTS
- The board
The board plays the region of La Mancha which is divided into a grid that controls the movement of the characters and shows the towns, cities, rivers and mountains that characterize the region. It also shows the special tiles on which are approximately located the adventures of Don Quixote in the novel, and marks them with numbers 0-15.
- Movement cards
The cards show a movement shield divided into four parts in each of them the face of one of the characters is shown. From left to right and top to bottom, the characters reproduced on each card are moved in this order in this turn.
- Special cards
These cards indicate special effects and special actions that affect the characters.
- Character tokens
The tokens show the different characters that players can control:
- Don Quixote and Sancho Panza
- The Knight Amadis de Gaulia
- The knight Tirant lo Blanc
- The Magician miscreant Brandabarbarán
- The Red Giant miscreant Rocabruno
- The Green Giant miscreant Caraculiambro
- The Terrible Dragon violet miscreant
- The blue miscreant Winged Monster
OBJECTIVES OF THE GAME
The game raises the clash of two sides, one side represented by the figures of Don Quixote and Sancho Panza, Amadis de Gaula and Tirant lo Blanc and the other by five miscreants.
Players who control the characters on the side of the Knights must get Don Quixote to advance to adventure tiles as far as possible. Players who control the miscreants should seek to interfere and even stop the Knight on his trip.
NUMBER OF PLAYERS
Can be played by two to eight players. In the first case, a player takes the role of Don Quixote and his allies and the other that of the miscreants. In the second, each player takes the role of one of the characters. In an intermediate case, these are distributed among the players, who belong to one side or another. For example, with three players, one can control Don Quixote and Sancho, another Amadis and Tirant, and the third one can play with the miscreants.
The dashboard is deployed and the figure of Don Quixote is set on adventure tile 0, corresponding to his family home in Argamasilla de Alba.
The knights are placed by a dice roll in the appropriate places on the board according to the following table:
Amadís de Gaula Tirant lo Blanc
1 Daimiel Tomelloso
2 Manzanares Guadiana Alto
3 Alambra Villarta de San Juan
4 Socuéllamos Manzanares
5 Alcázar de San Juan La Solana
6 Tomelloso Puerto Lápice
The monsters are placed in the same way as below, according to the next table and the outcome of a roll of two 6-sided dice:
11 El Molinillo 41 Ciudad Real
12 Los Yébenes 42 Almagro
13 Porzuna 43 Almodóvar del Campo
14 Fuente el Fresno 44 Puertollano
15 Piedrabuena 45 Calzada de Calatrava
16 Malagón 46 Valle de Alcudia
21 Villacañas 51 Valdepeñas
22 Puebla de Almoradiel 52 San Carlos del Valle
23 Consuegra 53 Infantes
24 El Toboso 54 Santa Cruz de la Mudela
25 Herencia 55 Torre de Juan Abad
26 Ojos de Guadiana 56 El Viso del Marqués
31 Quintanar de la Orden 61 Munera
32 Belmonte 62 Cueva de Montesinos
33 Mota del Cuervo 63 El Bonillo
34 Campo de Criptana 64 Lagunas de Ruidera
35 Las Pedroñeras 65 Montiel
36 Villarobledo 66 Alcaraz
The game is divided into two stages that represent the first and second field trips of Don Quixote de la Mancha. The first stage is from adventure 0 to adventure 6, and the second from 6 to 15. Don Quixote must travel through the adventure tiles to accomplish these two specific stages.
Thus, in its first stage, Don Quixote leaves home (0) at the start of the game and in his wanderings through the fields of Montiel goes through tiles (1) to (2). From here he addresses the Venta de Bolaños (3), where he is to be armed knight. The route continues to El Toboso and Quintanar de la Orden, which will host the adventures of Zagalillo Andres (4) and the unfortunate encounter with the muleteer (5). Beaten to death, Don Quixote returns to his home in Argamasilla (6).
Recovered at the restart, the knight and his faithful friend approach Campo de Criptana lands, where Quixote fights against the windmills (7) before hitting Puerto Lápice and beating the Biscayan squire. Then in Carrión (8) takes place the blanketing of Sancho. The couple goes to the foothills of Sierra Morena, where they charge against the rams (10), find the helmet of Mambrino (11) and hold a meeting with the galley slaves (12). Already in the Sierra, Don Quixote does penance while Sancho is stolen his donkey Rucio (13), after what they return to Argamasilla (14) and (15).
DEVELOPMENT OF THE GAME
To determine which character moves, players draw cards from the deck and in the order in which the characters are displayed in the parts of the shield, move the appropriate tokens. The player who controls the character can then decide to make a move or a strike movement. When all the characters shown in the letter have moved, the next card is drawn. If the card drawn is one of the special cards, its instructions have to be followed, after which the next card is stolen. The game ends when Don Quixote comes to adventure box (15), the cards are finished, or the knight is killed by the miscreants.
- No tile can be occupied by two tokens at once
- Each character can move, when displayed in a letter of movement, up to two boxes
- No piece can completely renounce their movement
- No piece can move two tiles and return to its original position
- Don Quixote and Sancho Panza can not occupy the tiles representing mountains, lakes and ponds, and must cross the river by the locations listed as fords or bridges.
- The rest of the tokens at either side may occupy any space on the board except the ones that show a special adventure of Don Quixote, which are reserved for the gentleman.
- When Don Quixote lands on a space adventure with a die symbol on it, he can immediately roll a die and move as many spaces as the result indicates.
RULES OF ATTACK
Attacks can occur as follows:
- Attack of the Knights Amadis de Gaula and Tirant lo Blanc to miscreants. Its mission is to hunt them down and destroy them.
- Attack of the miscreants to Don Quixote. The miscreants can not attack Tirant or Amadis.
- Don Quixote can not attack the miscreants, except when a special card allows him to do so.
An attack may occur when the attacker figure is two squares away from a possible target. If this is the case, the attack is mandatory for Don Quixote, Amadis and Tirant, both regular attacks and those who enable some special cards. By contrast, for the miscreants the attack is optional.
CONSEQUENCES OF ATTACJS
When Amadis and Don Quixote or Tirant attack a miscreant, entering the box where it is, it is removed from the board. The next time its effigy shows out in one of the parts of the shields of movement, will be placed by the same mechanism used at the beginning of the game. If a miscreant is reborn in a tile already occupied, the die rolling is repeated.
When a miscreant attacks Don Quixote, his figure should be moved three tiles in the opposite direction to the adventure which was headed.
The side of Don Quixote and the Knights scores 1 point for each completed adventure (for which Quixote has). The side of the miscreants scores 1 point for every adventure that Don Quixote has not made it to come to. The side with the most points wins.
When Don Quixote is attacked for the first time, he moves three tiles in the opposite direction to the adventure that he was going to.
When Don Quixote is attacked for the second time, he is moved to the cave of Montesinos.
When Don Quixote is attacked for the third time, he dies in combat.